using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace SpaceInvaders
{

    /// <summary>
    /// Proof of concept for ships and ship movement. 
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        List<Ships.Ship> AllShips = new List<Ships.Ship>();
        public String EnemyShipDirection = "Right";
               
       
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferHeight = 480;
            graphics.PreferredBackBufferWidth = 640;
            Content.RootDirectory = "Content";        
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            //Ships.PlayerShip player = new Ships.PlayerShip(); 
            // TODO: Add your initialization logic here
            //Ships.PlayerShip player = new Ships.PlayerShip(); 

            AllShips.Add(new Ships.PlayerShip("Free", Content, 
                GraphicsDevice.Viewport.Bounds.Width / 2 -48, 
                GraphicsDevice.Viewport.Bounds.Height - 40,
                Color.MediumTurquoise,Keys.Left, Keys.Right, Keys.Up, Keys.Down));
            AllShips.Add(new Ships.PlayerShip("Limited", Content,
                GraphicsDevice.Viewport.Bounds.Width / 2 + 16,
                GraphicsDevice.Viewport.Bounds.Height - 40,
                Color.DarkBlue, Keys.A, Keys.D, Keys.W, Keys.S));
            AllShips.Add(new Ships.PlayerShip("Free", Content, GraphicsDevice.Viewport.Bounds.Width / 2 - 16,
                GraphicsDevice.Viewport.Bounds.Height - 40,
                Color.Crimson, Keys.J, Keys.L, Keys.I, Keys.K));
            AllShips.Add(new Ships.EnemyShip1(Content,
                (GraphicsDevice.Viewport.Bounds.Width / 8) * 1 - 16,
                40, Color.Red));
            AllShips.Add(new Ships.EnemyShip1(Content,
                (GraphicsDevice.Viewport.Bounds.Width / 8) * 2 - 16,
                40, Color.Red));
            AllShips.Add(new Ships.EnemyShip1(Content,
                (GraphicsDevice.Viewport.Bounds.Width / 8) * 3 - 16,
                40, Color.Red));
            AllShips.Add(new Ships.EnemyShip1(Content,
                (GraphicsDevice.Viewport.Bounds.Width / 8) * 4 - 16,
                40, Color.Red));
            AllShips.Add(new Ships.EnemyShip1(Content,
                (GraphicsDevice.Viewport.Bounds.Width / 8) * 5 - 16,
                40, Color.Red));
            AllShips.Add(new Ships.EnemyShip1(Content,
                (GraphicsDevice.Viewport.Bounds.Width / 8) * 6 - 16,
                40, Color.Red));
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
                this.Exit();
            bool ChangeDirection = false;
            foreach (Ships.Ship ship in AllShips)
            {
                bool TempChangeDirection;
                TempChangeDirection = ship.Move(GraphicsDevice, EnemyShipDirection);
                if (TempChangeDirection && (ChangeDirection == false))
                    ChangeDirection = true;
            }
            if (ChangeDirection == true)
            {
                if (EnemyShipDirection == "Right")
                    EnemyShipDirection = "Left";
                else
                    EnemyShipDirection = "Right";
            }

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            SpriteBatch spriteBatch = new SpriteBatch(GraphicsDevice);
            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
            // TODO: Add your drawing code here
            foreach (Ships.Ship ship in AllShips)
            {
                ship.Draw(spriteBatch);
            } 

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
